mahlendur/_work/Data/Anims/Giant_Bug.mds
Daniel Heße 892a40ff0f Initial commit with Subversion-codebase from 13/05/2022.
Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts.
Need to symlink files to a working directory.
2022-05-13 17:38:52 +02:00

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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Giant_Bug")
{
MeshAndTree ("Giant_Bug_Body.asc" DONT_USE_MESH)
registerMesh ("Giant_Bug_Body.ASC")
aniEnum
{
// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
//----------------------------------------------------------------------------------------------------------------------------
//////////////////////////
// FIST MOVEMENT
//////////////////////////
// Fist-RUN
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Bug_Ambient_A01.asc" F 0 50)
{
*eventSFX (2 "GB_AMBIENT" )
}
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL" 0.2 0.2)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Bug_Run_A01.asc" F 10 24)
{
*eventSFX (11 "GB_Walk" )
}
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Bug_Run_A01.asc" F 24 24)
aniAlias ("t_FistRunR_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "t_FistRunL_2_FistRun" F)
// Jump Back
ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "Bug_JumpB_A01.asc" F 1 10)
{
*eventSFX (2 "GB_Walk" )
}
// Fist-WALK
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F)
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Bug_Walk_A01.asc" F 1 10)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Bug_Walk_A01.asc" F 10 30)
{
*eventSFX (11 "GB_Walk" )
}
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Bug_Walk_A01.asc" F 30 30)
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// Backward
aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.1 0.1)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.1 0.1)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1)
/////////////////////
// FIST TRANSITIONS
/////////////////////
// Movement-Modes
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 0.2)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2)
/////////////////////
// FIST TURNING
/////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// FIST-WALK
ani ("t_FistWalkTurnL" 20 "" 0.2 0.2 M. "Bug_Turn_A01.asc" F 1 14)
aniAlias ("t_FistWalkTurnR" 20 "" 0.2 0.2 M. "t_FistWalkTurnL" R)
// -------------------------------------------------------------------------------------------------------------------------------------
// FIST-RUN
aniAlias ("t_FistRunTurnL" 20 "" 0.2 0.2 M. "t_FistWalkTurnL" F)
aniAlias ("t_FistRunTurnR" 20 "" 0.2 0.2 M. "t_FistWalkTurnL" R)
// Strafing
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Bug_StrafeL_A01.asc" R 0 10)
aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "t_FistRunStrafeL" F)
aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.0 M. "t_FistRunStrafeL" R)
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.0 M. "t_FistRunStrafeL" F)
// -------------------------------------------------------------------------------------------------------------------------------------
///////////////////
// STUMBLE
///////////////////
// -----------------------------------------------------------------------------------------------------------------------------
// Vorw<72>rts Stolpern
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Bug_Stumble_A01.asc" F 0 10)
{
*eventSFX (1 "GB_Hurt" )
}
// -----------------------------------------------------------------------------------------------------------------------------
// R<>ckw<6B>rts Stolpern
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Bug_StumbleB_A01.asc" F 0 10)
{
*eventSFX (1 "GB_Hurt" )
}
/////////////////
// FALL / FALLDN / SLIDE
/////////////////
ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Bug_Fall_A01.asc" F 1 16)
ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Bug_Fall_A01.asc" F 16 35)
{
*eventSFXGrnd (17 "Run" )
*eventSFXGrnd (27 "Run" )
*eventSFX (33 "M_FALL_SMALL" )
}
//////////////////////////
// DIE
//////////////////////////
ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Bug_Dead_A01.asc" F 0 75)
{
*eventSFX (1 "GB_DIE" )
*eventSFX (30 "M_FALL_SMALL" )
//*eventSFX (50 "CRW_DIE_LAST" )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Bug_Dead_A01.asc" F 75 75)
ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Bug_DeadB_A01.asc" F 0 30)
{
*eventSFX (1 "GB_Die" )
*eventSFX (18 "M_FALL_SMALL" )
//*eventSFX (30 "CRW_DIE_LAST" )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Bug_DeadB_A01.asc" F 30 30)
/////////////////////
// FIST FIGHTING
/////////////////////
ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Bug_Attack_A01.asc" F 0 15)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventTag (0 "DEF_HIT_END" "15")
*eventTag (0 "DEF_WINDOW" "5 15")
*eventSFX (4 "GB_Attack" )
}
// ---------------------------------------------------------------------------------------------------------------------------------
// Angriff aus der Bewegung heraus
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Bug_AttackMove_A01.asc" F 0 25)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "8")
*eventSFX (4 "GB_Attack" )
}
// ---------------------------------------------------------------------------------------------------------------------------------
// Paraden ...
aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
ani ("t_Warn" 1 "" 0.1 0.1 M. "Bug_Warn_A01.asc" F 0 35)
{
*eventSFX (1 "GB_Warn" )
}
ani ("t_Perception" 1 "" 0.1 0.1 M. "Bug_Perception_A01.asc" F 0 50)
{
*eventSFX (2 "GB_Perception" )
}
// ***************************************************************************************
// MM DAYCYCLE
// ***************************************************************************************
ani ("t_eat" 2 "" 0.1 0.1 M. "Bug_Eat_A01.asc" F 0 85)
{
*eventSFX (15 "GB_Perception" )
}
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_eat" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F)
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_eat" F)
// ***************************************************************************************
}